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Forum: All Forums : Call of Duty
Category: CoD Level Design
CoD mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: Realistic minefields - tutorial
103kill
General Member
Since: Dec 2, 2004
Posts: 81
Last: Jun 19, 2008
[view latest posts]
Level 3
Category: CoD Level Design
Posted: Wednesday, Aug. 24, 2005 10:53 pm
I got bored one day and decided to make a realistic minefield. Unlike the ones in the game, you can get through this one without hitting a mine. Maybe it will be useful to somebody. You can't see the mines when you are standing up, but if you go prone and go slowly you can see the mines and avoid them and get through.

The first thing I did was to put a terrain patch down with the texture normandy/ground_dirt@plowedfield. This is the minefield. Next I made the part of the mine that sticks out of the ground, just a 1 by 1 by 1 script_brushmodel with a metal texture. After that is done make an 8 by 8 by 16 trigger_once and put it on top of the mine. Give it a targetname of "mine_trigger". Select the trigger then the brushmodel and copy them and place them for how many mines you want. Once that is done, go around and connect each trigger to its corresponding mine. Make sure the triggers are targeting the mines.

Here's a picture of the mine and the trigger.



Now for the script.

main()
{
setCullFog (200, 2000, .5254, .6117, .7215, 0);
ambientPlay("ambient_mp_brecourt");

maps\mp\_load::main();
thread minefield();
}

minefield()
{
level._effect["mine_explosion"] = loadfx ("fx/impacts/newimps/minefield.efx");

mines = getentarray("mine_trigger", "targetname");
for(a=0; a < mines.size; a++)
{
mines[a] thread minefield_think();
}
}

minefield_think()
{
self waittill ("trigger", player);
self playsound ("minefield_click");
self playsound ("explo_mine");
origin = self getorigin();
range = 300;
maxdamage = 2000;
mindamage = 50;

playfx ( level._effect["mine_explosion"], origin);
radiusDamage(origin + (0, 0, 12), range, maxdamage, mindamage);

self.target hide();
}

Hope it is useful to somebody.

Cheers

edited on Aug. 24, 2005 10:07 pm by 103kill
LTGHAVOK
General Member
Since: Apr 17, 2005
Posts: 280
Last: May 7, 2007
[view latest posts]
Level 5
Category: CoD Level Design
Posted: Wednesday, Aug. 24, 2005 11:05 pm
Nice Tut. Pretty Useful. I will probably be using this in my map. Thanks kill.
StrYdeR
Preferred PLUS Member
Since: May 11, 2004
Posts: 11328
Last: Nov 27, 2008
[view latest posts]
Level 10
Forum Moderator
Im a HOST of MODSonair
Category: CoD Level Design
Posted: Thursday, Aug. 25, 2005 08:32 am
very nice - permission to add it to the tutorials section here?

[angryalien]
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paulo88
General Member
Since: Apr 18, 2005
Posts: 570
Last: Feb 3, 2008
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Level 6
Category: CoD Level Design
Posted: Thursday, Aug. 25, 2005 08:51 am
[biggrin]

Nice 103Kill. Will include in next map for sure.

Will probably give you a mention somewhere in there too !

Nice one ![thumbs_up]
103kill
General Member
Since: Dec 2, 2004
Posts: 81
Last: Jun 19, 2008
[view latest posts]
Level 3
Category: CoD Level Design
Posted: Thursday, Aug. 25, 2005 04:31 pm
I would be honored to have it in the tutorial section. Is it clear enough or do you want me to change anything first?

Thanks
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